List of stats

Permanent stats

Hit Points

"HP" redirects here. For the move sometimes abbreviated as "HP" in competitive play, see Hidden Power (move).

Hit Points, or HP for short, determine how much damage a Pokémon can receive before fainting. It is the most visible of the stats in battle, appearing both graphically (as a bar that is green, yellow, or red depending on how much HP is left) and as a current/total amount below the bar. The average base HP stat is 68 for all Pokémon, and the average for all fully evolved Pokémon is 80.

If a Pokémon has more than half of its HP, its HP bar remains green. If the Pokémon has between one-fifth and half of its HP, the bar will turn yellow. If a Pokémon has less than one-fifth of its HP remaining, the bar will turn red and a beeping sound (Generations I-IV), a change of battle music with the beep as a metronome (Generation V), or a series of 4 beeping sounds before fading away. will notify the player that his or her Pokémon is in danger of fainting. This beeping will continue until the Pokémon is switched out to another Pokémon which has at least one-fifth of its HP, has its HP raised to one-fifth or higher by any means, or faints.

The HP bar also affects the Pokémon's cry. If a Pokémon's HP bar is green, the player will hear the cry of the Pokémon in its normal sounding rate, but if the Pokémon has less than half of its HP remaining or has fainted, its cry will be lowered by a half-step to indicate its weakened state.

In-battle appearance

Attack

The Attack stat determines how much damage a Pokémon can deal using a physical move. The average Attack stat is 75 for all Pokémon, and the average for all fully evolved Pokémon is 90.

Defense

The Defense stat determines how much damage a Pokémon receives when it is hit with a physical move. The average Defense stat is 70 for all Pokémon, and the average for all fully evolved Pokémon is 83.

Special

The Special stat is an obsolete stat that existed only up to Generation II. The Special stat accounted for what is currently known as Special Attack and Special Defense, determining how much damage a Pokémon both receives and deals when special moves are used. This created some balance issues, since a Pokémon could not be made strong with Special attacks but weak against them, or vice versa, the same way a Pokémon might have strong Attack but weak Defense. With Generation II, the Special stat was outwardly split into Special Attack and Special Defense, meaning Pokémon could have different base stats for both, and those stats were both displayed on a Pokémon's stat screen; however, individual values and effort values remained unsplit, so that there was only a Special individual value and Special effort values, which affected both the Special Attack and Special Defense stats. In Generation III, IVs and EVs were finally given both Special Attack and Special Defense values as well.

Special Attack

The Special Attack stat determines how much damage a Pokémon can deal using a special move. The average Special Attack Stat is 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.

Special Defense

The Special Defense stat determines how much damage a Pokémon receives when it is hit with a special move. The average Special Defense stat is 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.

Speed

The Speed stat determines how quickly a Pokémon can act in battle. Pokémon with higher Speed will make a move before ones with lower Speed under normal conditions; in the case that two Pokémon have the same Speed, one of them will randomly go first. The average Speed stat is 66 for all Pokémon, and the average for all fully evolved Pokémon is 78.

In Pokémon Conquest, the Speed stat does not determine movement or who gets to move first. Rather, the Speed stat discrepancies between Pokémon affect the likelihood of moves landing, to the faster Pokémon's advantage.

Range

Range is a statistic that only appears in Pokémon Conquest. It determines the amount of tiles a Pokémon is able to move across the game's grid-based battlefields. Each of the 200 Pokémon species found in the game has an unmodified Range of 2, 3, or 4, with 3 being far most common. These values are species-specific, meaning that no two Pokémon of the same species can differ in Range without the assistance of modifiers, which are signified by the value's text color changing from black to blue. Range can be temporarily modified during battle by various Warrior Skills, Abilities, and moves. The Ability Sprint permanently modifies Range, keeping it 1 above its unmodified value even outside of battle. When a modified Range of 6 has been reached, further increases will not affect the Range stat. Neither will further decreases when a modified Range of 1 has been reached.

In-battle stats

Evasion

The evasion stat, or evasiveness, determines the percent chance that an opponent's move will miss. The initial value at the start of any battle is 100%. If the stat is decreased below 100% with a move such as Sweet Scent, then the opposing Pokémon has a better chance of connecting its move. If the stat is increased above 100% with a move such as Double Team, the opposing Pokémon will have a harder time connecting its moves. It was called "evade" in Generation I.

Accuracy

The accuracy stat determines the percent chance an attacker's move will hit. The initial value at the start of any battle is 100%. Along with accuracy-raising moves, in Pokémon XD the player can also raise a Pokémon's accuracy by using the call action.

Formula for accuracy and evasion

The probability that a move will hit is calculated as follows:

Where:

Abase is the base accuracy of the move (in percent - e.g. a base accuracy of 95 is counted as 0.95),

Accuracy is the current accuracy stat of the user (in percent - e.g. raising accuracy by three stages raises this number to 3), and

Evasion is the current evasion stat of the target (in percent - e.g. lowering evasion by two stages lowers this number to 0.6).

If P is greater than 1, the move will surely hit. In a 2-on-2 battle, it is possible for a move that hits two or three targets to miss some of the targets and hit others - the probabilities are calculated individually for each target.

Belly

The Belly is a hunger statistic appearing only in the Pokémon Mystery Dungeon series. As the team leader explores a mystery dungeon, over time its Belly will diminish, represented by a number decreasing from 100. Running or holding certain scarves will cause the Belly to decrease more quickly. Other items will cause the Belly to deplete at a much slower rate, or not deplete at all. While a Pokémon's Belly is empty, its HP will decrease with every step it takes until it either faints or eats something.

Belly can be replenished with items such as food, seeds, Berries, and gummis*. When a Belly-replenishing item is used at maximum Belly, the maximum Belly will increase temporarily, and the Belly will increase to the maximum Belly.

Determination of stats

Base stats

A Pokémon's base stats will most often have the greatest influence over their specific stats at any level. Disregarding individual values, effort values, and Nature, a level 100 Pokémon's stats in Attack, Defense, Speed, Special Attack, and Special Defense will be exactly 5 more than double its base stats in each, while the HP stat will be 110 plus double the base stat (except in the case of Shedinja, whose HP is always 1).

Level

When a Pokémon grows a level, its stats will increase. For each level gained (ignoring Nature), stats will increase by 1/50 the base stat value, and 1/100 the combined individual value and effort value. This means that it is impossible, through leveling up, for a Pokémon to ever lose points in a stat unless it evolves into a Pokémon with a lower base stat value for that specific stat or an EV-reducing Berry is used. It is also impossible for any Pokémon other than Shedinja not to gain HP upon leveling up without using a Pomeg Berry (Pokémon Emerald onward) as no evolutionary line has members with a lower base HP than the pre-evolved forms.

Nature

Most Natures enhance the growth of one stat, while hindering the growth of another. After all other calculations are finished, the stat that the Nature enhances will be 110% of what it would be without the Nature, and the stat hindered will be 90% of its normal value.

Effort values

Effort values are what cause a trained Pokémon to have higher stats than an untrained counterpart of the same level. For every 4 EVs gained, a level 100 Pokémon will have 1 extra point in its stats. Variance of stats caused by EVs reaches a maximum of 63 points at level 100, as a Pokémon can gain a maximum of 255 EVs in a single stat.

Its Special Attack and Special Defense stats simply rely on the Special EV and IV.

Its Speed can be calculated as follows:

In the end, this Pikachu's stats are:

HP

Attack

Defense

Sp.Atk

Sp.Def

Speed

Base stat

35

55

30

50

40

90

IV

7

8

13

9

5

EV

22850

23140

17280

19625

24795

Total

189

137

101

128

112

190

Note that some numbers may be off by one due to rounding.

In Generations III, IV, and V

The stat is rounded down if the result is a decimal. It is also rounded down before the Nature multiplier, if any, is applied.

These formulas mean that, aside from Shedinja's HP (which is always 1) the lowest a stat can ever possibly be is 4 (or, for the HP stat, 11).

Example

Consider a Level 78 Garchomp with the following IV's and EV's and an Adamant nature:

HP

Attack

Defense

Sp.Atk

Sp.Def

Speed

Total

Base stat

108

130

95

80

85

102

600

IV

24

12

30

16

23

5

110

EV

74

195

86

48

84

23

510

Its HP can be calculated as follows:

The Adamant nature raises Attack and lowers Special Attack. This means that when calculating the Attack stat, Nature = 1.1, and when calculating the Special Attack stat, Nature = 0.9. So this Garchomp's Attack stat will be:

And its Special Attack stat will be:

Its Speed stat, on the other hand, has no Nature multiplier, so it is calculated as:

In the end, this Garchomp's stats are as follows:

HP

Attack

Defense

Sp.Atk

Sp.Def

Speed

Base stat

108

130

95

80

85

102

IV

24

12

30

16

23

5

EV

74

195

86

48

84

23

Total

289

280

193

136

171

172

Note that some numbers may be off by one due to rounding.

Stat modifiers

Some moves and Abilities can change stats during battle, raising them and lowering them as part of the effect. Some items will also do this.

In-battle stat modifiers multiply specific stats by a certain amount, meaning that a higher starting stat will have a bigger change. For each stat, there are six stages of increase, and six stages of decrease. The stages are cumulative: adding a stage of increase, and then a stage of decrease, results in no net change to the stat. The six stages of increase are x1.5, x2.0, x2.5, x3.0, x3.5, and x4.0. In Gen III and onward, the game displays the term rose for one stage of increase, sharply rose for two stages, and rose drastically for three stages or more. The six stages of decrease are 2/3, 1/2, 2/5, 1/3, 2/7, and 1/4. In Gen III and onward, the game displays the term fell for one stage of decrease, harshly fell for two stages, and severely fell for three stages or more. Accuracy and evasion modifications are calculated in a different manner.[1] However, in the Generation I handheld games, the accuracy and evasion modifiers are the same as the normal stat modifiers;[2] this was changed in the Japanese version of Pokémon Stadium and all international versions.

Some modifiers, such as Huge Power and Pure Power, do not work with the above stages, and thus can stack on top of them. For example, a Pokémon with Pure Power and six stages of increase in Attack would have eight times its normal attack.

Gallery

See also

Notes

↑According to this post on the Smogon University forums, the formula simply uses a base numerator and denominator of 3 instead of 2 (that is, the modifiers are instead x1.33, x1.66, x2.0, etc. on the plus side and x0.75, x0.60, x0.5, etc. on the minus side).